A lot of stuff discussed, so I'm going to try to catch up quickly. 1) Basing success of potons on overall level to me isn't good - base it on the overall stats of the player or something. If I'm a sucky player and don't do the right dungeons to get a bunch of potions to level 30, I'd hate to effectively be punished for that fact by not being able to use those potions. 2) I'm not sure what increasing the level arrays to 115 really does relative to improvment potions, and/or I don't see how that wouldn't make characters more powerful. And the fact that improvement potions loose usefulness isn't as big a deal to me as stat potions (the fact that improvement potions show up in shops also make me reluctant to make a change - if they are always useful, players will always snatch them up. Stat potions OTOH can only be found in dungeons) 3) Stat inflation (wraith thief 30 dex at level 10) is perhaps derived directly from the fact that stat limits were increased. At one point, the racial and class bonuses were not that big - that was described as a problem, so the limits were made more extreme. Still don't see how a wraith theif can get a 30 dex - looking at the archs, a theif gives +3 dex, wriath +4. So I think the best they can start with is still a 25 (max base stat I believe is 18). There max natural would be 27, so they'd still seem to need a little help to get to 30. 4) There is no clear difference of max stats vs max stats + equipment. The entire discussion here relating to max stats is how big the arrays are that describe the bonuses. max 'natural' stats is really limited by the rules of potion consumption and racial/class bonuses. How is this for a proposal: 1) Increase the stat limit to 35. However, this would be done by effectively stretching out the bonuses, eg, the bonuses a character currently gets at 30, under the new system they would need a 35, so bonuses at 30, 25, etc, would be lower than they are now, thus weakening hte characters (I really don't want to make any change that would let characters become yet even more powerful) I'm still mixed on this, especially see point at end 2) By default, stat potions would be temporary, but with a long duration (in real time, like an hour). A small percentage of the time, they may permanently increase a stat. This percentage would be based on if the character has reached racial maximums in that stat, as well as their overall stats (thus, a player that starts with sucky stats has an easier time catching up with someone who starts with really good stats). In the initial version, I'd make the stat gain happen all the time (I think that in itself would result in players just using the potions as they play - right now people have piles of them because they've been adventuring for a long time with nothing to do with them. If stat potions gave me a temporary boost, I'd probably drink a potion of almost all the stats before going into a dungeon. I would amend this to be that for each stat, you can only have one temporary boost based on potions for each stat (eg, you can't drink 5 str potions to boost your str 5 points). But I think even boosting 1 point for many stats is something I'd certainly use those potions for. 3) It could be interesting to make potions that would increase stats by 2 points (greater strenght potion, etc) on the temporary basis. These greater potions would also have a greater chance of permanently increasing a stat, but would still only increase it by 1 point) 4) Change #2, while not incompatible with existing code, maks things pretty unfair to new players who have to play by different stat raising rules that players who have been on the server that predate this change. I suppose someone could write a script that basically adjusts existing characters stats (knowing that at best, the starting total would have to in some range or something), but that is likely to make existing characters not especially happy. Likewise, change #1, presuming the stats aren't lowered for existing characters, would weaken characters (characters would not have as many hp/sp/grace as before, do less damage, be slower, etc). This can actually be pretty annoying - it might have been that you could pretty easily kill a dragon, but with the changes, dragon now kills you - it'd probably take a little time for players to effectively 'rediscover' their characters the simplest would be for existing serves to wipe the data and start anew, but that would probably irk existing characters (OTOH, for some servers, maybe not so much, as it would potentially give new players the oppurtunities to get guilds or other things that have all been snapped up).